Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Feature Requests

Development::Feature Requests Post suggestions/feature requests here.

Reply
 
Thread Tools Display Modes
  #1  
Old 07-06-2009, 10:25 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default Fear change

A slight change to fear: Is it possible to have fear, in it's current form to count as a mez however not be breakable by damage? I don't think this is possible to acheive through editing the spell.

On live, when someone is feared, the mobs would effectively ignore the feared PC and go for the next unfeared target on its hate list. NPCs essentially treated feared as crowd control.
__________________
Retired EMarr
Project1999 Developer
Reply With Quote
  #2  
Old 07-06-2009, 11:24 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

hmm I am no code expert, but why can't "mobs run away when low on hp" can be used for fearing? Same goes for players- if a mob has a path to run away to- assign same path to player when player is feared?
Reply With Quote
  #3  
Old 07-07-2009, 05:14 AM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

I had player fear working for a while the problem with it was often players would fall through the world, so I resolved to not re-implement it until we had better pathing which should be soon if Derision can finish up that A* stuff.

We can pretty easily add fear into the crowd control category under the hate calc I think.
Reply With Quote
  #4  
Old 07-07-2009, 05:30 AM
MNWatchdog
Hill Giant
 
Join Date: Feb 2006
Posts: 179
Default

Fear lands way to often even with decent MR and it seems to last full duration, so please fix that first.
Reply With Quote
  #5  
Old 07-07-2009, 06:07 AM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Imagination.
Reply With Quote
  #6  
Old 07-07-2009, 11:48 AM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

I want to point out that on LIVE all those 45 -60 sec fears, always only lasted a tiny fraction on a player - at most 1-3 ticks, cuase even in 2 ticks you could run far enough to agro a good 5-12 additional mobs. Getting feared just once in a dungeon was a certain death.
Reply With Quote
  #7  
Old 07-08-2009, 11:01 AM
Yeormom
Discordant
 
Join Date: Apr 2004
Location: 127.0.0.1
Posts: 402
Default

Quote:
Originally Posted by KLS View Post
I had player fear working for a while the problem with it was often players would fall through the world, so I resolved to not re-implement it until we had better pathing
Due to Z plane? The generic mob fear pathing is in the mob ai process loop so I'm guessing you were using another method to process fear on a PC. I couldn't make anything fall through the world with the locations generated by the CalculateNewFearpoint() function.
__________________
Yeorwned
Bane of Life [Custom Classic/PvP]
Reply With Quote
  #8  
Old 07-08-2009, 12:49 PM
chrsschb's Avatar
chrsschb
Dragon
 
Join Date: Nov 2008
Location: GA
Posts: 905
Default

The problem I've seen is even though I break fear early. I'm still "Stunned" for the full duration of the fear.
__________________
Clumsy's World: Resurgence
Clumsy's World [2006-2012]
Reply With Quote
  #9  
Old 07-08-2009, 03:02 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Try fearing on any sort of incline, though back then we also didn't have derision's zstuff... maybe I'll look at it again soon.
Reply With Quote
  #10  
Old 07-08-2009, 03:09 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

Fear durations can be adjusted server side if they seem too long, I don't see that as being an obstacle for offering a temp fix to fear. As it stands now, mobs stand their ignorantly beating on one player instead of changing targets like they should lol. Makes fear virtually pathetic...
__________________
Retired EMarr
Project1999 Developer
Reply With Quote
  #11  
Old 07-08-2009, 05:06 PM
nilbog
Hill Giant
 
Join Date: Nov 2007
Posts: 197
Default

Quote:
when someone is feared, the mobs would effectively ignore the feared PC and go for the next unfeared target on its hate list.
This is the way I've experienced fear on live..AE fear at least. It would attack the next unfeared person highest on its hate list

The exception to this of course was if a mob feared 1 target and no one else was on its hate list.. then it would continue to beat on its one, feared target

I recently reviewed people testing nagafen for me, and it was sad to watch the warrior tank be constantly stun-feared, and the healers completely safe, because he didn't change targets on hatelist.

I started trying to write some perl that would do this on a per mob basis, but a real fix would be extraordinary. <3
Reply With Quote
  #12  
Old 07-08-2009, 09:31 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

I <3 Kls!!
__________________
Retired EMarr
Project1999 Developer
Reply With Quote
  #13  
Old 07-09-2009, 03:01 AM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Aggro code should treat fear like a mez now, it will only attack that target if there aren't any better targets to choose from. PCs will now also actually run away when feared.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 06:31 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3